Search found 1110 matches
- Mon Dec 14, 2020 6:33 pm
- Forum: Newbie Help Center
- Topic: not sure I understand bit 2 of $2000
- Replies: 14
- Views: 2186
Re: not sure I understand bit 2 of $2000
In your code like like this: lda <nametableplaceholder+1 clc adc #$01 sta <nametableplaceholder+1 The inc instruction would help you with readability and increase your code’s speed. Since you don’t use the accumulator’s value after the add ( inc increments the value at the memory location; nothing i...
- Thu Dec 10, 2020 7:56 pm
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 10156
Re: Super Mario Bros.: Why all the floating money?
He got deep pockets. They don't look deep enough to be Mario's own size, big or small. We can't even see them at all in SMB1 on NES. They are deep on the inside. This is an excellent discovery! :D It’s astounding that Mario hasn’t applied for copyright or patent protection! AND, if he or his bro (o...
- Wed Dec 09, 2020 9:50 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 901
- Views: 461972
Re: Mesen - NES Emulator
Awesome thanks! https://ci.appveyor.com/project/Sour/mesen/builds/32488821 "Fixed crash when loading VS-DualSystem games that are marked as having no work ram" :shock: I think that might actually be the bug! Unfortunately it still crashes on latest. Thanks though! You’re welcome! :) Ummm... your li...
- Wed Dec 09, 2020 9:11 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 901
- Views: 461972
Re: Mesen - NES Emulator
Goose2k, hi. The “log a bug” button is broken bc Sour has quit work on Mesen. The “donate” button is broken too. You are using version 0.9.9.0 and there have been countless updates since then. Try the last release; or search for whatever you want here: https://ci.appveyor.com/project/Sour/mesen/hist...
- Tue Dec 08, 2020 3:32 pm
- Forum: Newbie Help Center
- Topic: background displaying only purple
- Replies: 11
- Views: 1523
Re: background displaying only purple
Cool, thank you Pokun! :) —- does that thing about the zero page apply to variables as well? It seems to me that: -*[ NES ASM v2.51 ]*- --------------- ... Operand syntax -------------- A accumulator #i immediate <n zero page <n,X zero page indexed by X <n,Y zero page indexed by Y [n] indirect (*) [...
- Tue Dec 08, 2020 10:15 am
- Forum: Newbie Help Center
- Topic: background displaying only purple
- Replies: 11
- Views: 1523
Re: background displaying only purple
Hmmm... if NESASM is like asm6, it would have come with a README.txt kind of file that describes ALL syntax; and it also explains how to write a macro. Did you check for that type of file, where NESASM is installed, on your Mac?Kitty_Space_Program wrote: ↑Mon Dec 07, 2020 5:52 pmThanks, I wish I could find a list of nesasm macros and "syntax".
- Mon Dec 07, 2020 2:01 pm
- Forum: Newbie Help Center
- Topic: background displaying only purple
- Replies: 11
- Views: 1523
Re: background displaying only purple
Update, figured it out. Apparently I needed to use lda [world],y not lda (world),y Congratulations! :D I did remember you are using NESASM, but don’t have experience using that assembler myself AND that syntax change eluded me. Someone learned that before, but I didn’t remember. Happy you solved yo...
- Mon Dec 07, 2020 2:52 am
- Forum: Newbie Help Center
- Topic: background displaying only purple
- Replies: 11
- Views: 1523
Re: background displaying only purple
Here, I’ll try to edit your code using “;;” loadbackground: ;#LOW(worlddata) into wrold and #HIGH(world) into world +1 lda #low(worlddata) ;lowbyte of adress world data remebr little endian sta world lda #high(worlddata) sta world+1 ;nametabe population bit $2002 lda #$20; sets 2000 as the name tabl...
- Mon Dec 07, 2020 1:56 am
- Forum: Newbie Help Center
- Topic: background displaying only purple
- Replies: 11
- Views: 1523
Re: background displaying only purple
So I'm trying to learn learn how to add a background. And when I start the rom, everything is purple. There isn't any color like it in the color palette and editing the color palette does nothing. turning off background rendering and sprite rendering does nothing. never turning nmi back on does not...
- Fri Dec 04, 2020 4:58 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 901
- Views: 461972
Re: Mesen - NES Emulator
Hmmm, for me, I like to add Roman numerals after a function’s name if I rewrite it or some of it. Mesen should keep its name, IMO, so maybe use Meseni and Meseni-s? :) I think Meseni feels awkward to say, but I think this is the right sort of idea. Something that makes it clear that it's connected ...
- Fri Dec 04, 2020 4:33 pm
- Forum: Newbie Help Center
- Topic: How to find X and Y in debugger ?
- Replies: 5
- Views: 2134
Re: How to find X and Y in debugger ?
Hi , I am kinda noob in terms of debugging I started first a breakpoint on the RAM value of X position (of a sprite) When I track down that , I find something similar to this : https://i.imgur.com/lvwXybB.png I was never able to find where the Y value originates from , where $EB27 here is an uniden...
- Wed Nov 25, 2020 5:17 pm
- Forum: NESemdev
- Topic: Mesen - NES Emulator
- Replies: 901
- Views: 461972
Re: Mesen - NES Emulator
Hmmm, for me, I like to add Roman numerals after a function’s name if I rewrite it or some of it. Mesen should keep its name, IMO, so maybe use Meseni and Meseni-s? 

- Thu Nov 19, 2020 9:58 am
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 16153
Re: Simplify long, repetitive code.
So one screen / level of information about the collision with the background takes 240 bytes? In my code, one screen is 26 bytes (13x 16bits) x 256 screens = 6656 bytes (I don't count the screen border blocks, these are solid). Yes, is CAN be smaller, if 1 bit per 16bit screen block is efficient fo...
- Wed Nov 18, 2020 4:16 pm
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 16153
Re: Simplify long, repetitive code.
The program generally works fine, but is quite large. "LEV_UpdateBlock_Linexxx" variables are temporary for calculations, after exiting a specific screen, they are transferred to eg "LEV001-256_UpdateBlock_Linexxx" - separate variables for each screen / level to remember information about damaged w...
- Tue Oct 20, 2020 1:14 pm
- Forum: Newbie Help Center
- Topic: Changes to background tiles showing on all screens
- Replies: 13
- Views: 3911
Re: Changes to background tiles showing on all screens
I’m sorry QT and others, I don’t understand why the buffer needs to be flushed. :? The buffer can be in any section of memory, ROM or RAM, and it, that specific section of memory, is only used to store tile hex codes. And your game has a ton of non-vblank time to fill that tiny buffer (remember we j...